improved door grabbing. Sometimes leaves ghost hands.
This commit is contained in:
@@ -10,6 +10,7 @@ GameObject:
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m_Name: SmartHandPresence Left
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m_Name: SmartHandPresence Left
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m_Name: SmartHandPresence Right
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m_Name: SmartHandPresence Right
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m_TagString: NetworkHide
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m_IsTrigger: 1
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@@ -3411,7 +3411,7 @@ GameObject:
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m_Name: XR Origin
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m_TagString: Player
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m_Icon: {fileID: 0}
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@@ -10,6 +10,8 @@ namespace _PROJECT.NewHandPresence
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public bool showController;
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public bool showController;
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public bool showHand;
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public bool showHand;
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private bool inDoorGrabRadius = false;
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public InputDeviceCharacteristics controllerCharacteristics;
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public InputDeviceCharacteristics controllerCharacteristics;
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public List<ControllerInformationScriptableObject> controllerInformation;
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public List<ControllerInformationScriptableObject> controllerInformation;
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@@ -113,5 +115,37 @@ namespace _PROJECT.NewHandPresence
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updateAnimation();
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updateAnimation();
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}
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}
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}
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}
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private void OnDisable()
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{
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if (!inDoorGrabRadius) return;
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if (_spawnedHandModel != null)
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_spawnedHandModel.SetActive(false);
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if (_spawnedController != null)
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_spawnedController.SetActive(false);
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}
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private void OnEnable()
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{
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// Let Update handle visibility naturally
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// or force refresh:
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if (_spawnedHandModel != null)
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_spawnedHandModel.SetActive(showHand);
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if (_spawnedController != null)
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_spawnedController.SetActive(showController);
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}
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private void OnTriggerEnter(Collider other)
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{
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if (other.GetComponent<DoorHandReplacer>() == null) return;
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inDoorGrabRadius = true;
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}
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private void OnTriggerExit(Collider other)
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{
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if (other.GetComponent<DoorHandReplacer>() == null) return;
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inDoorGrabRadius = false;
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}
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}
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}
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}
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}
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108
Assets/_PROJECT/Models/DoorHandReplacer.cs
Normal file
108
Assets/_PROJECT/Models/DoorHandReplacer.cs
Normal file
@@ -0,0 +1,108 @@
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using _PROJECT.NewHandPresence;
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using System.Collections.Generic;
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using UnityEngine;
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public enum GrabbingHand
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{
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Right,
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Left
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}
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public class DoorHandReplacer : MonoBehaviour
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{
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public GameObject LeftHand;
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public GameObject RightHand;
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private GrabbingHand? hand = null; // nullable
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private SmartHandPresence currentHand = null;
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private bool isGrabbing;
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// Tracks all hands currently inside the trigger
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private HashSet<SmartHandPresence> handsInTrigger = new HashSet<SmartHandPresence>();
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public void ManifestDoorHand()
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{
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if (currentHand == null || hand == null) return;
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isGrabbing = true;
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switch (hand.Value)
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{
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case GrabbingHand.Left:
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RightHand.SetActive(false);
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LeftHand.SetActive(true);
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Debug.Log("Dissapearing hand");
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break;
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case GrabbingHand.Right:
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LeftHand.SetActive(false);
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RightHand.SetActive(true);
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Debug.Log("Dissapearing hand");
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break;
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}
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}
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public void DeManifestDoorHand()
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{
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isGrabbing = false;
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LeftHand.SetActive(false);
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RightHand.SetActive(false);
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if (currentHand == null) return;
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}
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private void OnTriggerEnter(Collider other)
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{
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if (isGrabbing) return;
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// IMPORTANT: in case hands have multiple colliders
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SmartHandPresence playerHand = other.GetComponentInParent<SmartHandPresence>();
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if (playerHand == null) return;
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handsInTrigger.Add(playerHand);
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currentHand = playerHand;
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string name = playerHand.gameObject.name;
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if (name.Contains("left", System.StringComparison.OrdinalIgnoreCase))
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{
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hand = GrabbingHand.Left;
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}
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else if (name.Contains("right", System.StringComparison.OrdinalIgnoreCase))
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{
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hand = GrabbingHand.Right;
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}
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}
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private void OnTriggerExit(Collider other)
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{
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if (isGrabbing) return;
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SmartHandPresence playerHand = other.GetComponentInParent<SmartHandPresence>();
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if (playerHand == null) return;
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handsInTrigger.Remove(playerHand);
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// If no hands remain, clear everything
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if (handsInTrigger.Count == 0)
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{
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currentHand = null;
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hand = null;
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}
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else
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{
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// Pick any remaining hand as current
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foreach (var remainingHand in handsInTrigger)
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{
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currentHand = remainingHand;
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string name = remainingHand.gameObject.name;
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hand = name.Contains("left", System.StringComparison.OrdinalIgnoreCase)
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? GrabbingHand.Left
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: GrabbingHand.Right;
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break;
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}
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}
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}
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}
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11
Assets/_PROJECT/Models/DoorHandReplacer.cs.meta
Normal file
11
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Reference in New Issue
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